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Games in the library

Games in the library

bibliography and research

http://scottnicholson.com/pubs/index.html

Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries
Author(s): Scott Nicholson
Source: The Library Quarterly, Vol. 83, No. 4 (October 2013), pp. 341-361
Published by: The University of Chicago Press
Stable URL: http://www.jstor.org/stable/10.1086/671913

demonstrate the different ways in which libraries have used games, toys, and puzzles over the last 150 years through bothcollections and services
p, 342 Defining games –
p. 348 Games as the Subject of Collections\
p. 350A significant shift in academic libraries is a focus on providing services to students. Since agrowing number of academic publications both current issues and back volumes

are ac-cessible online through library subscriptions, the physical space of academic libraries is notneeded for collections of periodicals. The concept of the “learning commons”has become
popular on US campuses in the past decade; it combines traditional library resources and
the availability of library staff members with group work spaces, computer access and assis-
tance, and writing assistance to provide one place where students can get assistance with
course work. In addition, many of these learning commons also include cafes, social spaces,
and other support of the social lives of students, and it is in this role that academic libraries
provide access to collections of games.

p. 357 Another upcoming area of gaming in libraries is gamification. Gamification is the application of game design elements to a nongame setting ðDeterding et al. 2011Þ.

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Nicholson, S. (2013, June). Exploring Gamification Techniques for Classroom Management. Paper Presented at Games+Learning+Society 9.0, Madison, WI

The concept of meaningful gamification is that the primary use of game layers is not to provide
external rewards, but rather to help participants find a deeper connection to the underyling topic

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More on games in education in this blog

https://blog.stcloudstate.edu/ims/?s=games

https://blog.stcloudstate.edu/ims/?s=gaming

https://blog.stcloudstate.edu/ims/?s=gamification

library collection of video games

If you have a video game collection, how does your institution curate and preserve games that are in collections?  Do you have advice for selectors on what kinds of file formats to choose, or what techniques are required to ensure the long term usability of the games?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Simon W. Lee, MLIS

Inquiry Librarian

Lead, Learning Technologies

UCLA College (Powell) Library

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

220 Powell Library Building, Box 951450

Los Angeles, CA, 90095-1450

simonlee83@library.ucla.edu

(310) 825-6726

game-based learning

The underlying assumption of an education system that relies so heavily on test-based assessment is that content is what matters.
For those who prioritize learning that can be measured using only quantitative assessments, game-based learning probably just looks like a way to increase student engagement and content retention. It might seem like a complex workbook, or an entertaining quiz. Perhaps game-based learning looks like a great tool for practice and drilling, like a super sophisticated flash-card system that makes memorization more fun. But this kind of thinking doesn’t take into account the broader understanding of what matters. Game-based learning is a great classroom tool because it allows for interdisciplinary learning through contextualized critical thinking and problem solving.
Games in the classroom can encourage students to understand subject matter in context — as part of a system. In contrast to memorization, drilling, and quizzing, which is often criticized because it focuses on facts in isolation, games force players to interact with problems in ways that take relationships into account. The content becomes useful insofar as it plays a part in a larger multi-modal system.

Definition
Game-based learning is an instructional method that allows students to experience, understand, and solve problems in the world of a particular subject, or system, from the inside.

One promise of game-based learning is that it has the potential of building comprehension and literacy rather than retention. It does this by combining instruction, practice, and assessment. Teachers become the facilitators of a process where instruction is experiential. Practice is project based, requiring students to solve new problems and address new challenges using the new ideas to which they’ve been introduced. And assessment no longer measures a student’s ability to regurgitate information, or to choose among multiple answers, but rather, to use the content, or subject matter, in context. Even more impressive is that in order to successfully manipulate one piece within a comprehensive and complex system, the students must understand every piece of the system.
http://blogs.kqed.org/mindshift/tag/games/

 

Digital Games + Learning

Guide to Digital Games + Learning

http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf

http://blogs.kqed.org/mindshift/2014/11/the-mindshift-guide-to-digital-games-and-learning

ey ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.

http://www.instituteofplay.org/

 

A Problem-Solving Game For Teachers and Administrators

A Problem-Solving Game For Teachers and Administrators

http://blogs.kqed.org/mindshift/2014/10/a-problem-solving-game-for-teachers-and-administrators/

This activity empowers all stakeholders. It gives everyone an opportunity to share pain points and observations and to brainstorm solutions. By building a card deck of context-specific pain points and observations, there’s buy-in from the start. All participants have a vested interest in the cards they create. Likewise, the activity has enough structure built in to drive toward solutions.

digital games in the classroom

Report Finds Teachers Underutilize Resources for Digital Games in the Classroom

http://blogs.kqed.org/mindshift/2014/10/survey-finds-teachers-underutilize-resources-for-digital-games-in-the-classroom/

Certain types of games are favored over others, and that duration plays a key part. “Teachers tend to use shorter form games that could be finished in a class period or just a few minutes. Because developers realize that teachers can fit a shorter form game into a classroom period, they’re going to make those games.”

games used in the classroom

http://blogs.kqed.org/mindshift/2014/06/surprising-insights-how-teachers-use-games-in-the-classroom/

#Gamergate Controversy

#Gamergate Controversy Fuels Debate On Women And Video Games

http://www.npr.org/blogs/alltechconsidered/2014/09/24/349835297/-gamergate-controversy-fuels-debate-on-women-and-video-games

It’s a debate about a lot of things and it involves a lot of people, but at its heart, #Gamergate is about two key things: ethics in video game journalism, and the role and treatment of women in the video game industry — an industry that has long been dominated by men.

virtual reality game

How do you make a good virtual reality game? Oculus developers meet to find out

http://www.cnet.com/news/how-do-you-make-a-good-virtual-reality-game-oculus-developers-gather-to-find-out/

Oculus has teamed with Samsung to make a VR headset for mobile devices

Avoiding making people sick is one of the key struggles in producing VR games. Developers large and small have said games need to be made in new ways to protect players from motion sickness.

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